restruct
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@ -37,7 +37,14 @@ struct b3ClothMesh;
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class b3RayCastListener;
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struct b3RayCastInput;
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struct b3RayCastSingleClothOutput;
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struct b3RayCastOutput;
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struct b3ClothRayCastSingleOutput
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{
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u32 triangle;
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float32 fraction;
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b3Vec3 normal;
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};
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// Cloth definition
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// This requires defining a cloth mesh which is typically bound to a render mesh
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@ -89,14 +96,14 @@ public:
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// Destroy a given force.
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void DestroyForce(b3Force* force);
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// Perform a ray cast with the cloth.
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void RayCast(b3RayCastListener* listener, const b3Vec3& p1, const b3Vec3& p2);
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// Perform a ray cast with the cloth.
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bool RayCastSingle(b3ClothRayCastSingleOutput* output, const b3Vec3& p1, const b3Vec3& p2) const;
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// Perform a ray cast with a given cloth mesh triangle.
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bool RayCast(b3RayCastSingleClothOutput* output, const b3RayCastInput* input, u32 triangleIndex) const;
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// Perform a ray cast with the cloth.
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void RayCast(b3RayCastListener* listener, const b3RayCastInput* input) const;
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// Perform a ray cast with the cloth.
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bool RayCastSingle(b3RayCastSingleClothOutput* output, const b3Vec3& p1, const b3Vec3& p2) const;
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bool RayCast(b3RayCastOutput* output, const b3RayCastInput* input, u32 triangleIndex) const;
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// Return the cloth mesh proxy.
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b3ClothMesh* GetMesh() const;
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